The sixth in a series of posts elaborating on my list of skills to use when dealing with difficult personalities.
Any group working together has to have a set of common goals. If it’s a game company, you’re producing and selling games. If it’s a mod group, you’re creating and distributing mods. In either case these big goals can be broken down into smaller goals. And somebody needs to “own” each of these smaller goals.
Some people (a personality I personally find difficult to work with) resist this process because they see it only as a way to expidite the process of placing blame when something goes wrong - and something always goes wrong.
And I don’t know, I guess they have a point if the corporate culture is one of retribution and malicious firings, but wow… if you’re working in an atmosphere of that extreme toxicity you’ve got bigger problems than difficult personalities.
As a manager, I established accountability (aka ownership) so I could track progress and fix problems before they achieved disastrous proportions. In general, I think most managers have this in mind when they assign milestones and projects to specific people. Embrace it as an opportunity to shine when things go well. And when something goes wrong - and something always goes wrong - resist the urge to place blame. It won’t get anyone anywhere positive, but it will get you enemies. This isn’t conducive to managing up, down or across. (Remember how everything works together?)
This also means if something goes wrong on your own project, take responsibility for your part in it. Did your animation render unexpectedly tie up the server for two extra days? Did your script come in 2,000 words too short? Don’t start pointing fingers. Even if your screw-up was precipitated by someone else’s bad information, resist the urge to publicly flog anybody. This is definitely a skill that requires a long-term view. You may not reap the rewards right away, but it can start to change the minds of people who were previously against you. Everyone recognizes the guts it takes to stand up and be accountable for your actions. Even grumps and sourpusses will start to think better of you if you admit your mistakes.
This is not to say you should be a doormat. One of my mentors used to say, “Externally, take responsibility. Internally, fix the problem.” If you turned something in two days late because the producer told you the deadline while looking at the wrong month on the calendar (hey, it happens), don’t place blame on the producer. Just take responsibility - yep, you turned in your item two days late. But within your team, examine your procedures (or just your own personal procedures for projects you have 100% responsibility for) to see if there are ways you can error-check early enough in the process that it won’t happen again. Double-check that deadline with the producer a few days later. Don’t be passive-agressive about it, just build in the bug fixes as the bugs in the process appear.
Real life example that drove me nuts.
For a while I was responsible for some relatively high-profile websites for a few television shows airing internationally. One of the things users came to these sites for were recaps of shows they missed or couldn’t remember. I know this is one of the things they wanted to use the website for because they wrote me email about it. Lots and lots of email.
And believe me, the volume wasn’t due to the phenominal job we were doing in this area. Our show recaps sucked - and we were the official websites! If anyone should know what happened on show 219, it should be us, right?
Well, that’s how it looks from the outside. But anyone who has ever worked on a big project with a large group of people knows that the initial planning design docs are often significantly different from what gets released to the public. Better? Worse? Who knows. Definitely different. And frankly, these things change right up to the last minute. That’s why DVD’s sometimes have “alternate endings.” You’d be amazed at how last-minute these decisions can be.
It was someone’s job to write up a full synopsis of each episode, but they had to get it done in advance of the show airing and sometimes what they wrote didn’t reflect the final product. This happens with marketing copy in every entertainment industry, I think. My team didn’t have the manpower or the time to write our own synopses, so the websites used the ones we were sent.
The few perpetually optimistic fans seemed to like this - they saw the variances from on-air as a little look “behind the scenes” at what “could have been.” But most fans hated it. They got very cranky about it - and were very vocal. They wanted someone’s head on a pike.
I started trying to figure out who I could talk to about getting these synopses to be a little more acurate. I’d call up one office and say, “Hey, who writes these synopses?” and I’d get the answer, “I don’t know - they just get faxed over to us from this other office.” So I’d call up that other office and ask them. Oh, they didn’t know who wrote it either. It just came to them in a package with a bunch of other items. “Who sends you this package?” Well, that was another office.
Many, many times I went through this process and each time I got different answers. They did all have one thing in common - they ended in a loop. Eventually someone would refer me with absolute certainty back to an office I had already talked to. An office that had washed their hands of any accountability for the errors. In all the years I had anything to do with these TV shows, I never did find out who wrote those materials. As far as I know they distilled out of the atmosphere onto someone’s desk in the middle of the night like dew.
Sure, I have my suspicions, but no one ever owned this problem. Not even my team. I still feel a little bad about that. We handed it over to the fans. “Hey, if you spot a problem in our synopses, write us an email with a correction and we’ll change the website.” You can guess how well that worked.